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EpicRandy said:

Meshes deformation are all handled by the CPU, all games logics are, a feature rich title will make extensive use of the CPU and will likely be CPU bottlenecked. that's why it was important For the series S to have the same capacity CPU wise. Mesh are simply not that demanding on memory and memory bandwidth. for instance a single uncompressed full 4k texture channel is literally 48MB in memory, for the same size you can have meshes with 16M+ vertices and up to the same amount of tris (max is same amount -1). On Series S your likely to also work with mesh with less LoD so should even be easier on the CPU.

Yet FS2020 is memory bottlenecked, followed by cpu and gpu. You can use CPU to augment ram by calculating, generating stuff just in time, or you can use RAM to augment CPU by using pre-calculated tables kept in memory, or simply keep more in memory, load/prepare stuff ahead etc.

For example FS2020 first kept everything around you in RAM, used over 20GB of system ram with maximum draw distance. Turning the camera around was smooth, worked great. Then the XBox update came, memory use was massively reduced. How? By aggressively culling everything that's not in the current view. Result, massive stuttering when turning the camera around since all that geometry and detail had to be loaded again. At the time I made a work around by using the game's cache on a ram disk, basically keeping it in memory in a roundabout way.
https://forums.flightsimulator.com/t/rollingcache-revisited-essential-with-aggressive-culling-or-set-terrain-pre-caching-to-ultra/433841
You can see the difference already. It didn't really solve it as you still see it build up even fetching it from RAM disk to RAM. Luckily Asobo later gave the option to turn off the aggressive culling and on PC you can swing the camera around again without stuttering and pop up everywhere.